TutorialsBinary Search

Appendix C — Cheat Sheet

Every Event and Action Crack the Safe uses, with what it does in one line, in Myth’s own words.

C.1 Events

Command Pressed
Runs once when the selected Button Command matches its Single, Double, or Triple Press pattern.
Create
Runs once when an instance is created.
Custom Event
Runs when another action or script triggers the selected named custom event.
Game Start
Runs once when the game starts.
Game State Changed
Runs after the singular project Game State changes.
On Disable
Runs once after this Logic changes from enabled to disabled.
On Enable
Runs once after this Logic changes from disabled to enabled.
Recurring Timer
Runs each time the named recurring timer comes due.
Scene Start
Runs when the scene starts.
UI Activated
Runs on this UI Object when the player activates its button or confirms one of its menu rows.
Variable Changed
Runs once, at the end of a step, after the selected Global Variable changes value.

C.2 Actions

Change Component Value
Changes one mutable Object Component value through its direct path.
Change Sprite Tint Property
Changes exactly one persistent sprite-tint property while preserving every unrelated tint setting.
Change Variable
Changes one declared variable: a Local Variable of this Logic (private to this Logic Component, or to this call of a Function), a Per Instance Variable of the targeted Object (self.name), a Changeable Shared Variable (@self.name, @Guard.name: one value for every instance of that Object), or a Global.
Check Game State
Runs nested actions while the singular project Game State matches the selected value.
Check Input Context Active
Runs nested actions while the selected Input Context belongs to the active-context set.
Check Logic Enabled
True while the selected Logic’s per-instance enabled state is on.
Control Data Row
Adds or updates one Data Table row, or removes it.
Create Instance
Creates one instance at world XYZ, Self-relative XYZ, or an exact named Coordinate, and names it (Created As).
Declare Variable
Brings a Local Variable into existence.
Else
Runs the Else action.
Generate Random Integer
Makes a whole number between Minimum and Maximum, including both endpoints, using the seeded gameplay random stream.
If
Runs its Then branch when its Condition is true.
Region
A named, colored visual region for organizing Actions without changing their execution order or scope.
Repeat
Runs its vertical child stack Count times.
Reset Data Table
Restores a Data Table to exactly what was authored in the editor, discarding every runtime change.
Return
Ends this run here.
Set Game State
Changes the singular project-wide Game State and runs Game State Changed when the value changes.
Set Input Context Active
Activates or deactivates one Input Context without changing any other active contexts.
Set Logic State
Enables, disables, or toggles one attached Logic on each target instance, firing lifecycle events only for real state transitions.
Set Position
Moves the target immediately to a world position, an Object-local offset, a named Coordinate, or a Transform bounding-box anchor.
Set Scale
Sets the Object instance’s live size multipliers.
Set Sprite
Changes the sprite resource.
Set Visible
Sets visible for the target or game.
Start Recurring Timer
Starts or restarts one saveable named recurring timer.
Stop Recurring Timer
Stops one named recurring timer.
Trigger Custom Event
Broadcasts one named Custom Event to matching Custom Event listeners.
Trigger Custom Event on Object
Sends one named Custom Event to the selected Object instance without broadcasting it to unrelated Objects.

C.3 Reading Values From Tables

data('table', row, 'column')
the value in one cell: the row by its name or number, the column by its name.
dataFind('table', 'column', value)
the number of the first row whose column holds this value.
dataCount('table')
how many rows the table has.